Hedreimer
Hedreimer
Sheet
AC 8 · HP 11 · 30 ft.Saving throws
Skills
- ArcanaINT
- HistoryINT
- InsightWIS
- InvestigationINT
Weapons
Tools
Languages
Features
10 featuresAlways on
- SpellcastingLevel 1
Hedreimer knows three wizard cantrips of his choice and has a spellbook containing six level 1 wizard spells. He prepares four level 1+ wizard spells from his spellbook each day. Intelligence is his spellcasting ability.
- Ritual AdeptLevel 1
He can cast any spell as a Ritual if the spell has the Ritual tag and is in his spellbook. He does not need to have the spell prepared, but he must read from the book to cast it this way.
- Arcane RecoveryLevel 1
When he finishes a Short Rest, he can recover expended spell slots with a combined level equal to no more than half his Wizard level, rounded up, and none of the recovered slots can be level 6 or higher.
- Creature TypeHumanHumanoid
- SizeHumanMedium
- SpeedHuman30 feet
- TraitHumanResourceful, gain Heroic Inspiration whenever you finish a Long Rest
- TraitHumanSkillful, gain proficiency in one skill of your choice
- TraitHumanVersatile, gain an Origin feat of your choice
- ResearcherSage
When Hedreimer attempts to learn or recall lore, he often knows where and from whom he can obtain the answer, usually in a library, scriptorium, university, or from a learned expert. The deepest secrets may still require an adventure to uncover.
Spells
10 spellsSpellcasting. Hedreimer casts with Intelligence (spell save DC 15, to hit with spell attacks).
Cantrips (at will): , , , ,
1st level (2 slots): , , , ,
Gear
9 itemsWeapons
- QuarterstaffA focusing instrument for spellcasting, carried as a battered academy quarterstaff
- 2×DaggerA pair of backup weapons kept in cloak loops
Tools
- Calligrapher's SuppliesCalligraphy tools used for copying notes, diagrams, and spell formulae
Gear
- RobePlain robe from the White-Foam Tower, suitable for study and travel
- SpellbookA spellbook containing his arcane research and initial wizard spells
- Scholar's PackA pack of scholarly travel supplies
- Book of HistoryA historical reference tome from his studies
- 8×Parchment SheetsLoose sheets for notes and spell drafts
Purse
- 13×Gold PiecesCoins remaining after academy departure and background purchases
Appearance
Hedreimer is a tall, book-shouldered human with pale weathered skin, inky fingers, and sharp gray eyes that seem to measure every room like a formula. He keeps his dark hair tied back with a strip of blue cord from the White-Foam Tower, and wears a plain robe over practical academy layers marked by chalk dust, wax stains, and the faint scent of ozone. His quarterstaff is nicked from repeated practice duels, and his spellbook is wrapped in oilcloth and bound with brass corners.
Mannerisms
He mutters spell formulas under his breath while walking, unconsciously sketches sigils in the air when thinking, and pauses before answering questions as though mentally citing a source. When excited, he taps the ferrule of his quarterstaff twice against the floor, like a lecturer calling a room to order.
Personality
Measured, intensely curious, and quietly competitive, Hedreimer speaks with the calm precision of someone who has spent years being graded on every sentence. He is respectful to teachers, skeptical of slogans, and genuinely kind when someone shows honest effort. In conversation he prefers exact terms, but his dry humor appears unexpectedly when the pressure drops.
Ideals
Understanding. Magic should be studied, named, and shared carefully, because ignorance is where disasters breed.
Bonds
He still keeps the White-Foam Tower’s brass academy seal in his spellbook, and he treats it like a vow to make his teachers proud. He is deeply attached to his annotated spellbook, which contains corrections from mentors he reveres and one final note from his favorite examiner:, "Show them the theory."
Flaws
Hedreimer trusts diagrams more than people, and he can become condescending when someone solves a problem by instinct instead of analysis. He also has a bad habit of chasing interesting magical phenomena even when common sense says to stay away, because a dangerous mystery still feels, to him, like an invitation.
Quirks
Background
Hedreimer graduated only weeks ago from the White-Foam Tower, a battlemage academy famous for turning bright apprentices into battlefield mathematicians and disciplined spellcasters. He excelled at theory, warding, and counterspell drills, but his instructors worried that he cared more for elegant answers than quick victories. He could identify a spell’s structure by smell, could quote old dueling treatises from memory, and once won a practicum by predicting three enemy maneuvers before the first sigil was drawn. After commencement, the tower sent him into the wider world with the half-proud, half-wary confidence reserved for promising graduates. He now travels as a scholar and novice wizard, convinced that every ruin, battlefield, and half-burned archive hides a principle that can be understood and improved. He carries his academy habits into ordinary life, annotating margins, cataloging rumors, and treating every mystery like a dissertation waiting to be defended. Secretly, he hopes to prove that he is more than a tower-trained prodigy, he wants to become the sort of mage whose name future students cite with reverence.
“He excelled at theory, warding, and counterspell drills, but his instructors worried that he cared more for elegant answers than quick victories.”
- Background
- Sage
Connections
Species
Human
Media
0 imagesNo images yet.
Turn Hedreimer into a sheet
A high-res, share-ready sheet you can post or print.